New Member

Would love to know how to prevent this from happening. Been hit twice so far over the weekend.

Edit = just after typing this my server was attacked yet again. got some script code error, then everyone commited suicide and hit with nukes. Tried shutting my .st server down but everytime i did it just said it was running.

Is there anything we can do to prevent this? I dont have a bought anti-hack because i wasn't sure if any work with Epoch.

Well-Known Member

Would love to know how to prevent this from happening. Been hit twice so far over the weekend.

Edit = just after typing this my server was attacked yet again. got some script code error, then everyone commited suicide and hit with nukes. Tried shutting my .st server down but everytime i did it just said it was running.

Is there anything we can do to prevent this? I dont have a bought anti-hack because i wasn't sure if any work with Epoch.

Member

If theses nukes are based on explosions spawned by createvehiclelocal commands, I am working on it in order to mitigate the aftermath.
For nukes based on createvehicle, you need to open createvehicle.log and look for tons of HelicopterExploSmall, HelicopterExploBig, or SmallSecondary, then ban the hacker.

Member

I am talking about massive explosions that BE can't see, for example spawning explosions with createvehiclelocal commands and a bypass.
I agree current filters allow admins to detects other cheats, using basically scripts.log and createvehicle.log

Well-Known Member

Valued Member!

Member

the solution is not on filters side, since as I mentioned earlier, damages are created by creatvehiclelocal. Damages are networked but invisible on BE filters.
The solution is to prevent any damage to legit players, by controlling the parameters given in the damage handler.
It's quite straightforward: if the damage comes from an unknown source, then ignore the event.

Member

Well-Known Member

I have an issue where, I just retarted my server, and then it got nuked.

Now, the good thing was I JUST restarted it, so the RPT file is not that long.

maybe someone can help me understand, but shouldnt the RPT log, tell you EVERYTHING that has happened?

Here is my RPT log, can someone catch the hacker? I banned 2 regular players because these lines kept coming up. If im not mistaken, is it FriendlyDontShootBros shooting from 715 meters hacking? I see the amo looking funny, and im not sure.

Where can we find out about who did it? The ban hammer has come out, and I dont want to ban innocent people

Member

The solution is not on filters side, since as I mentioned earlier, damages are created by creatvehiclelocal. Damages are networked but invisible on BE filters, and their origin can't be traced on RPT log too.

The solution is to prevent any damage to legit players, by controlling the parameters given in the damage handler.
It's quite straightforward: if the damage comes from an unknown source, then ignore the event.

For debug purpose, edit/overwrite fnc_usec_damageHandler.sqf and add the following at the beginning:
diag_log str _this;
this will trace on the server all the damages when next nuke will come, then copy/paste the log in this thread and I will help.

Second solution is to prevent hackers to spawn explosions :
To mitigate the nuke, if the hacker is using a legit script such "secondaries.sqf", edit/overwrite this BIS script so that "Smallsecondary" (aka the explosion) is triggered only if a vehicle is near.
For example, add the following line to "secondaries.sqf" before the line containing "Smallsecondary" :
if (!((_v isKindOf "Air") OR {((_v isKindOf "LandVehicle") OR {(_v isKindOf "Ship")})}))exitWith{};
Put the file in your mission files, then add
BIS_Effects_Secondaries = compile preprocessFileLineNumbers "path\to\your\file\secondaries.sqf";

I edited all BIS Effects libs to limit such hack, and it's already in the default DayZ Epoch 1.0.3.1.
A previous version is already in default vanilla DayZ Mod 1.8.0.3.